alastair's Recent Forum Activity

  • I haven't used the canvas before, but have you tried doing the "clear canvas" action before you do your drawing actions?

  • I've just tried using "simulate controls" to do movement and it works well, I'm still occasionally getting an issue with the condition but I'm not sure if its still the gap issue or not. Hopefully that 2 pixel gap detection for "is by wall" change will help though!

  • Yeah I'm using even numbers and bottom-middle alligned hotspot for detection.

    I didn't realize it was bad to do it "manually". I initially preferred to just use the vector as it feels more "in control" and simpler to just do -400 to move left and say -800 when dashing left, however I guess I may as well try and use the "simulate control" thing and just adjust maximum speeds and see how that goes. It also didn't feel as "snappy" when using "default controls", but that was probably just because I didn't have a very large acceleration value. The main reasons I don't use default controls because in the future I'm going to be adding customizable controls options, and in-case more input options are available later (such as gamepads).

    Also, thanks for the increased size. :)

  • I've been trying to figure out why my events with the "is by wall" condition haven't been working 100%, but then when I made my detectors visible I noticed that the detectors with the platform behaviour weren't always touching the wall -- even when you are trying to slam against it! There is sometimes a gap of 1 or 2 pixels, when it is a 2 pixel wide gap that's when I notice the "is by wall" condition not working.

    I'm wondering if it is possible to remove this gap, or if possible to increase the detection size of the wall by another pixel (or have it variable)?

    I accidently closed the first example I made which revealed the "bug" more frequently, but this new one I made only does a gap of 1 pixel on the left (the gap usually varies between 0/1/2 wide). But at least you can see it has a gap between player and wall:

    http://dl.dropbox.com/u/1024727/c2/gap.capx

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  • Does that mean that any "On trigger" condition are effectively placed at the top of the event sheet, since you said their location doesn't matter in the event sheet?

  • I saw some videos about a year ago, I think my thoughts where: the combat system looked dull, the dialogue boring, the characters ugly, the graphics a generation behind, and the environments lifeless.

    I wonder if it has now improved to a quality similar to those early trailers (called Hope and Deceived), but if it has grinding then I won't be interested regardless.

  • That plugin seems redundant to me? Subevents can already do all that? Maybe if there was a better example I'd understand its use.

    To do an "if" all it takes me is to add a "local variable":

    <img src="http://i43.tinypic.com/2mwv9c7.png" border="0" />

  • It can be a good idea to turn off the default controls in the behaviour, and to do input commands with events. For behaviours, I think there are actions that "simulate" input commands, so you could have an event with the condition "Left button is down" and then have an additional negated condition which is "down button is not down" (so you don't move while crouching), then have the action say "simulate control left".

    Or maybe another way you could try would be to, while crouching, have an action that sets the sprite's platform vextor X to 0.

  • Oh wow that's interesting, thanks Rojo! So to make it easier for me to understand, I'm going to presume that the "for each" condition is always there after an overlap but just invisible.

    Now that I understand that, it was a simple fix in this case. I replaced the "pick random" condition with a check to see if 'pickingup' variable equaled 0, so that the event was only occurring once.

    Fantastic, thanks for you help.

  • I'm not sure if this is a bug, or if my logic is flawed somewhere in this event. When this pink sprite overlaps a carrot, I want it to only pick 1 of them. So my event reads: Sprite Overlaps Carrot, pick 1 of them at random, however it doesn't seem to care about any picking condition that happens after the overlap and applies the actions to all instances that are being overlapped anyway.

    <img src="http://dl.dropbox.com/u/1024727/c2/picking.PNG" border="0" />

    A note: This is a subevent of a button press thing, so it can only happen once.

  • I presume Ashley will eventually add "containers" (what they were called in Construct Classic) which are especially useful for situations like this, and save a lot of hassle. Just hope they come after "families"!

  • When the mouse is placed on the "resizing object name" axis when on a line with "add action", you should not be able to resize since there is no visible line there.

    Illustration showing a red dot that indicates where mouse can resize:

    <img src="http://dl.dropbox.com/u/1024727/c2/actionbug.PNG" border="0" />

    ____________________________________________________

    When the mouse is placed on the "resizing condition width" axis and on top of a group, you should not be able to resize since there is no visible line there.

    Illustration showing a red dot that indicates where mouse can resize:

    <img src="http://dl.dropbox.com/u/1024727/c2/groupbug.PNG" border="0" />

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alastair

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